Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-12-2018, 08:53 AM   #1
rerednaw
 
Join Date: Jul 2006
Location: Sin City
Default Please explain Imbuements to me?

I don't have the ruleset but other members of my party are using it. We are playing standard Dungeon Fantasy GURPS and so have starting characters with 250 points.

From what I've seen it seems to be a way to give martials spellcasting without IQ, Magery, or taking extra time. Is that the intent?

These are some of the uses I have seen:
Add enhancements (fire, acid, etc.) to a martial-based strike and attack during the same round.
Conjure ranged attacks that work like missile spells without taking a turn to create the effect. Skill levels of 15 are sufficient to make imbuement time zero.
Triple the striking strength (ST 12 ->14 through one effect and then 42 through a second) plus attack and do this every round.

The effects are definitely cinematic and seem to be a great deal with little downside. Having not to worry about MAD (multi-attribute-dependency) or extra time in the middle of combat is amazing.

Oh I have one more question: Are they subject to critical failure effects like spells or not?

Thanks!
__________________
"The only thing necessary for the triumph of evil is for good men to do nothing." - Edmund Burke
rerednaw is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:56 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.